I published these the day before the Feywild release, and have just tested them again to make sure they are working. Looks like you have to search for new material under the "for review" tab now:
Into the Drow Helix: NW-DFLTIK2O8
Siren's Cove Castaways: NW-DL4O33HXT
Post me your codes, and I will go through your new quests in return.
Might want to change the "go to next map" at the beginning and end of each quest. Also, if you want you could put a non-usable portal graphic at the portal behind the throne. Players would still use the invisible clicky, but it would look like they were using a portal. Didn't notice much on the second that needed changing. I mean there were some sirens yelling "for the nashers", but you can't turn that off without using a different encounter. And they have been adding more voices to the encounters anyway.
Overall I thought they were pretty good. Reviews on any of my quests would be greatly appreciated. The campaign containing them is in my Signature. Or you can search for "halgarth" to bring it up. The combat is a bit more intense in mine though. They're soloable, but the encounters aren't spread out to individuals like they were in your quests.
I ran Into the Drow Helix just a little while ago. Really like the way you did the map with its intricate maze of ramps and hidden platforms. The first 12 crystals were easy to locate but the two in the back took me forever to find. It was still a good fun zone though.
Check out: Claiming the Halfling Quarter NW-DIRTSMWZH
Just finished and tipped Drow Helix. That's an impressive map! Only two issues that I saw...the reward chest is hovering slightly above the ground, and the map transitions need to be renamed. And man, I looked forever for crystal 12. I'd appreciate if you could give "Hive Mind" a run-through. Thanks.
The Green Zone (NW-DP66H66F6): Train at a top-secret Goblin military installation. Hive Mind (NW-DN9YKEVUS): Get inside a crashed alien ship to discover its purpose. Absolute Zero (NW-DOVUXHT8P): Activate a massive teleportation machine to pursue an evil mastermind.
Thanks for the feedback. I just played Halgarth's Legacy, which was a little challenging for my control wizard, but not unreasonable. Good use of detail throughout. I left a review, but it does not seem to be showing up in game. Is the review system still broken? I will run boudiccia and winterswitch's next. Also, seems like short code searching no longer works, but title searching does?
I payed Into the Drow Helix this morning, I must say i am not a fan of mazes that being said i also am no good @ them, maybe the 2 have something to do with each other. I was able to get the first 12 pretty easy, but then i spend another hour searching for the final 2 and could never find them. I will go back on a day the wife off and retry this, maybe with her help ill be able to in game review ya.
Hello nimzowitch,
I am just playing your quest. First impression - cool map
I prefer more of a story usually, but hey, coalescent wards and maybe even dragon egg...
So I went all the way down, destroyed crystal next to Holly (she could have some dialog at this point, even something like"get lost I'm busy" btw, and the helmet doesnt suit her), 2 crystals missing. This is harder than I expected! But ok, challenges are good
The invisible interactable behind the throne could have some name or other indication what does it do.
30 minutes later when I've found missing crystals... ok, let her keep the helmet, she needs it That made me laugh.
Oh and some doors or something instead "press F to exit" would be nice too.
Overall, very relaxing quest, also made me feel my +110% mount was a really good investment.
Thanks for the feedback. Since a lot of people were reporting having trouble finding crystals 12 and 13 I created a string of blue orbs near the bottom that leads you directly to them as of the Sept 18th version. Hopefully older versions of people's quests are not still showing up in the catalog.
Hello, I went ahead and played the siren quest. I liked the environment as well as the humor. But I think you could have did more things on the sirens themselves. Anyway, here are some of my notes.
1) The charmed sailors as well as the sirens had a group name of '^'.
2) The music stops after a while. I would sorta replay the music after a quest objective is finished. Like maybe after getting the sand, set another music detail to play, possibly the same one in hopes of continuing the music stream.
3) So far I only saw one costume variation for the charmed sailors.
4) The name for the sirens look like you just took any controller mob and put the words 'siren' in them. Siren hexer, siren seer, etc. Maybe have their group names as 'Siren' and their normal names as something more specific based on what they would be doing; charmer, hunter, etc.
5) So far I saw that the sirens have a common attribute of being female (duh), and being red. But some of them had wings, and some of them don't. I dunno, I'd rather have a more consistent theme.
6) Not too sure about the sewers with the generic badies. I'd prefer more of the sirens, and more of an understanding of their culture. Which brings up the question, what do sirens do with the charmed sailors? Do they eat them? Are they the only means of reproduction (eww)? I kinda doubt they would just charm them so that they could be admired/worshiped. I think you could have expanded more on this via dialogues or whatever while inside the place.
7) The siren queen was anti-climatic. She was too easy I mean. I recommend the foulspawn hulk encounter, to make it more of a boss.
When you get the time, try out my newest foundry, 'Fate'. I haven't created a thread for it yet though.
NW-DFCBAEYRH
Comments
Might want to change the "go to next map" at the beginning and end of each quest. Also, if you want you could put a non-usable portal graphic at the portal behind the throne. Players would still use the invisible clicky, but it would look like they were using a portal. Didn't notice much on the second that needed changing. I mean there were some sirens yelling "for the nashers", but you can't turn that off without using a different encounter. And they have been adding more voices to the encounters anyway.
Overall I thought they were pretty good. Reviews on any of my quests would be greatly appreciated. The campaign containing them is in my Signature. Or you can search for "halgarth" to bring it up. The combat is a bit more intense in mine though. They're soloable, but the encounters aren't spread out to individuals like they were in your quests.
Check out: Claiming the Halfling Quarter NW-DIRTSMWZH
Sequel: The Return to Sloping Street NW-DACVPHGHW
Part 3: The Merchant's Tower NW-DC3LB6TZ9
Hive Mind (NW-DN9YKEVUS): Get inside a crashed alien ship to discover its purpose.
Absolute Zero (NW-DOVUXHT8P): Activate a massive teleportation machine to pursue an evil mastermind.
Sequel: The Return to Sloping Street NW-DACVPHGHW
Part 3: The Merchant's Tower NW-DC3LB6TZ9
I am just playing your quest. First impression - cool map
I prefer more of a story usually, but hey, coalescent wards and maybe even dragon egg...
So I went all the way down, destroyed crystal next to Holly (she could have some dialog at this point, even something like"get lost I'm busy" btw, and the helmet doesnt suit her), 2 crystals missing. This is harder than I expected! But ok, challenges are good
The invisible interactable behind the throne could have some name or other indication what does it do.
30 minutes later when I've found missing crystals... ok, let her keep the helmet, she needs it That made me laugh.
Oh and some doors or something instead "press F to exit" would be nice too.
Overall, very relaxing quest, also made me feel my +110% mount was a really good investment.
1) The charmed sailors as well as the sirens had a group name of '^'.
2) The music stops after a while. I would sorta replay the music after a quest objective is finished. Like maybe after getting the sand, set another music detail to play, possibly the same one in hopes of continuing the music stream.
3) So far I only saw one costume variation for the charmed sailors.
4) The name for the sirens look like you just took any controller mob and put the words 'siren' in them. Siren hexer, siren seer, etc. Maybe have their group names as 'Siren' and their normal names as something more specific based on what they would be doing; charmer, hunter, etc.
5) So far I saw that the sirens have a common attribute of being female (duh), and being red. But some of them had wings, and some of them don't. I dunno, I'd rather have a more consistent theme.
6) Not too sure about the sewers with the generic badies. I'd prefer more of the sirens, and more of an understanding of their culture. Which brings up the question, what do sirens do with the charmed sailors? Do they eat them? Are they the only means of reproduction (eww)? I kinda doubt they would just charm them so that they could be admired/worshiped. I think you could have expanded more on this via dialogues or whatever while inside the place.
7) The siren queen was anti-climatic. She was too easy I mean. I recommend the foulspawn hulk encounter, to make it more of a boss.
When you get the time, try out my newest foundry, 'Fate'. I haven't created a thread for it yet though.
NW-DFCBAEYRH
Thanks
NW-DKK8NIRO6